/*!
 *      \file cannonfield.h
 *
 *      \brief Declarations for the CannonField class.
 *
 *      Copyright 2008 Anish Mangal <anishmangal2002@gmail.com>
 *
 *      This program is free software; you can redistribute it and/or modify
 *      it under the terms of the GNU General Public License as published by
 *      the Free Software Foundation; either version 2 of the License, or
 *      (at your option) any later version.
 *
 *      This program is distributed in the hope that it will be useful,
 *      but WITHOUT ANY WARRANTY; without even the implied warranty of
 *      MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *      GNU General Public License for more details.
 *
 *      You should have received a copy of the GNU General Public License
 *      along with this program; if not, write to the Free Software
 *      Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
 *      MA 02110-1301, USA.
 *
 * 		Author(s)	:	Anish Mangal
 * 		Email(s)	:	anishmangal2002@gmail.com
 * 		Code Rev.	:	0.1(alph)
 *		Project		:	cannon_camp
 * 		Date		:	2008-05-07-09.25 (IST)
 * 		Changelog	:	<log file>
 */


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#ifndef CANNONFIELD_H
#define CANNONFIELD_H

#include <QWidget>

class QTimer;

class CannonField : public QWidget
{
    Q_OBJECT

public:
    CannonField(QWidget *parent = 0);

    int angle() const { return currentAngle; }
    int force() const { return currentForce; }
    bool gameOver() const { return gameEnded; }
    bool isShooting() const;
    QSize sizeHint() const;

public slots:
    void setAngle(int angle);
    void setForce(int force);
    void shoot();
    void newTarget();		//start from scratch, create a llist of a single target
    void addTarget();		//append a target to the llist
    void deleteTarget();	//delete a target from the llist
    void setGameOver();
    void restartGame();

private slots:
    void moveShot();
	void updateTargetPos();

signals:
    //void hit();
    void hit(QPoint p);
    void missed();
    void angleChanged(int newAngle);
    void forceChanged(int newForce);
    void canShoot(bool can);
    void windChanged(int wind);

protected:
    void paintEvent(QPaintEvent *event);
	void mousePressEvent(QMouseEvent *event);
	void mouseMoveEvent(QMouseEvent *event);
	void mouseReleaseEvent(QMouseEvent *event);

private:
    struct node
    {
    	QPoint point;
    	int motionType;
    	int counter;
    	int increment;
    	node * next;
    };

    void paintShot(QPainter &painter);
    void paintTarget(QPainter &painter);
    void paintBadTarget(QPainter &painter);
    void paintBarrier(QPainter &painter);
    void paintCannon(QPainter &painter);
    void updateWind();

    QRect cannonRect() const;
    QRect shotRect() const;
    QRect targetRect(QPoint p) const;
    QRect barrierRect() const;
	bool barrelHit(const QPoint &pos) const;

    node * target;
    int currentAngle;
    int currentForce;
    int currentWind;
    int timerCount;
	static int seed;
    QTimer *autoShootTimer;
    QTimer *sysTimer;
    float shootAngle;
    float shootForce;
    bool gameEnded;
	bool barrelPressed;
};

#endif
